Stormcast Eternals – Knight-Zephyros
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6"
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WARSCROLL

Knight-Zephyros

Knights-Zephyros are more assassins than leaders, though they work closely with their kin to ensure they have the best chance of killing their quarry. When it is time to strike, they unfurl a hurricane of lightning-swift attacks nigh impossible to escape.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boltstorm Pistol
Boltstorm Pistol9"23+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tempest Axes
Tempest Axes1"63+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 40mm
Notes: Single

DESCRIPTION

A Knight-Zephyros is a single model armed with a pair of Tempest Axes and a Boltstorm Pistol.

ABILITIES

Lightning-fast Strikes: When a Knight-Zephyros reaches their target, they unleash a hail of powerful blows, cutting the foe down with ease.
Add 1 to the Attacks characteristic of this model’s Tempest Axes if this model made a charge move in the same turn.

Tireless Hunter: This determined warrior never stops moving in pursuit of their prey.
This model can run and still shoot later in the same turn.

Windrider: This warrior can follow in the wake of swift Gryph-chargers to race across the battlefield.
When a friendly STORMCAST ETERNAL unit within 9" of this model uses their Ride the Winds Aetheric ability, this model can follow in their wake if it has not already made a move in that movement phase.

If it does so, immediately move this model up to the distance moved by the unit they are following. This model must end that move within 9" of the unit it is following and more than 3" from any enemy models. If this model uses this ability, it cannot move in that movement phase, and cannot make a charge move later in the same turn.

KEYWORDS
ORDER, CELESTIAL, HUMAN, STORMCAST ETERNAL, HERO, KNIGHT-ZEPHYROS
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.

The STORMCAST ETERNAL keyword is used in the following Stormcast Eternals warscrolls:

The ORDER keyword is used in the following Stormcast Eternals warscrolls:

The STORMCAST ETERNAL keyword is used in the following Stormcast Eternals warscrolls:

The KNIGHT-ZEPHYROS keyword is used in the following Stormcast Eternals warscrolls:

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© Vyacheslav Maltsev 2013-2021